Super Smash Bros. Melee

Pichu (SSBM)/Edge getups (fast)

Hurtbox visualization of Pichu's fast ledge stand.
Hurtbox visualization of Pichu's fast ledge jump.
Hurtbox visualization of Pichu's fast ledge roll.

OverviewEdit

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TimingEdit

* All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
* Characters who ledge jump can fast fall once they reach their jump's apex while they're still stuck in end lag.

Neutral getupEdit

Intangible 1-30
Animation length 32
                                                               

Jump getupEdit

Intangible 1-15
Jump 16
Soonest fast fall 41
Animation length 42
                                                                                   

Roll getupEdit

Intangible 1-27
Animation length 49
                                                                                                 
Legend (1 square = 1 frame)
 
Vulnerable
  
State change
 
Intangible